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Undead Resistance

Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting
effects.
Resist Level Drain (Ex)
A dhampir takes no penalties from energy drain effects, though he can still be killed if he
accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a
dhampir takes are removed without the need for an additional saving throw.

Manipulative
Dhampir gain a +2 racial bonus on Bluff and Diplomacy checks.

Heir to Undying Nobility


Descended from undead nobility some dhampirs inherit a bit of their ancestors’ ability to
control living beings. They can use command or charm person each a number of times
per day equal to 3 + charisma modifier. This racial trait replaces the spell-like ability
racial trait

Darkvision
Dhampir see perfectly in the dark up to 60 feet.

Low-light Vision
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light
vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Life-Dominant Soul
You are healed by channeled positive energy used to heal living creatures and
channeled negative energy used to heal undead creatures. You still take damage from
positive energy used to harm undead, such as that from channeled energy and lay on
hands. Further you take damage from negative energy used to harm the living and such
as that from channeled negative energy and touch of corruption. This ability replaces
negative energy affinity.

Arcane Bond
At 1st level, wizards form a powerful bond with an object or a creature. This bond can
take one of two forms: a familiar or a bonded object. A familiar is a magical pet that
enhances the wizard’s skills and senses and can aid him in magic, while a bonded
object is an item a wizard can use to cast additional spells or to serve as a magical item.
Once a wizard makes this choice, it is permanent and cannot be changed.

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains
the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of
the normal animal it once was, but is now a magical beast for the purpose of effects that
depend on its type. Only a normal, unmodified animal may become a familiar. An animal
companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These
special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of
determining any familiar abilities that depend on the master’s level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a
specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to
complete.

Rhamphorhynchus CR ⅓
This creature looks like a cross between a bird and a reptile, sporting leathery wings, a
beak filled with needlelike teeth, and a long tail ending in a diamond-shaped vane.
XP 135
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 8 (1d8)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11
SPECIAL ABILITIES
Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of
opportunity when it enters an opponent’s space to make a melee attack. It also gains a
+2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on
Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but
they are not expended when cast and may be used again. A wizard can prepare a
cantrip from an opposition school, but it uses up two of his available slots (see below).
Spell Focus Necromancy
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the
school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you
take the feat, it applies to a new school of magic.
This ability replaces the Scribe Scroll feat gained at 1st level.

Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and
powers based on that school. This choice must be made at 1st level, and once made, it
cannot be changed. A wizard that does not select a school receives the universalist
school instead.
A wizard that chooses to specialize in one school of magic must select two other
schools as his opposition schools, representing knowledge sacrificed in one area of
arcane lore to gain mastery in another. A wizard who prepares spells from his
opposition schools must use two spell slots of that level to prepare the spell. For
example, a wizard with evocation as an opposition school must expend two of his
available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4
penalty on any skill checks made when crafting a magic item that has a spell from one
of his opposition schools as a prerequisite. A universalist wizard can prepare spells from
any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist
wizards receive an additional spell slot of each spell level he can cast, from 1st on up.
Each day, a wizard can prepare a spell from his specialty school in that slot. This spell
must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic
feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the
universalist school do not receive a school slot.
Necromancy Arcane School
The dread and feared necromancer commands undead and uses the foul power of
unlife against his enemies.
Power Over Undead (Su)
You can channel negative energy a number of times per day equal to 3 + your
Intelligence modifier, As a standard action to enslave undead within 30 feet. Undead
receive a Will save to negate the effect. Undead that fail their saves fall under your
control, obeying your commands to the best of their ability, as if under the effects of
control undead. Intelligent undead receive a new saving throw each day to resist your
command. You can control any number of undead, so long as their total Hit Dice do not
exceed your wizard level. If you use channel energy in this way, it has no other effect (it
does not heal or harm nearby creatures). If an undead creature is under the control of
another creature, you must make an opposed Charisma check whenever your orders
conflict. You can take other feats to add to this ability, such as Extra Channel and
Improved Channel, but not feats that alter this ability, such as Elemental Channel and
Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard
level + your Intelligence modifier. At 20th level, undead cannot add their channel
resistance to the save against this ability.

Bolster (Sp)
As a standard action, you can touch an undead creature and infuse it with negative
energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1
temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on
attack rolls and saving throws increases by +1 for every 5 wizard levels you possess.
These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1
round). The bonuses and temporary hit points are immediately dispelled if the creature
is within the area of a consecrate spell. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.

Opposition schools
Abjuration
Illusion

Arcane School Dedication


By dedicating yourself to your chosen school you have gained a mastery above others
in the same school, while sacrificing more general knowledge.
Benefit: You gain Spell Focus in your Arcane School as a bonus feat.
Special: This ability modifies Arcane School and replaces the Bonus Feat Scribe Scroll.

Spell Focus Necromancy


Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the
school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you
take the feat, it applies to a new school of magic.

Heavy Sleeper
You are a very heavy sleeper and hard to wake. Your friends say you could sleep just
fine through an orc invasion, in fact.
Penalty: The character must make a successful DC 15 Will save to wake at a specific
time. They usually will not rouse unless touched, and then it usually requires being
shaken and/or slapped. They have a -3 penalty to Perception checks while sleeping (in
addition to any other penalties for sleeping) and are considered staggered for 1d4
rounds after waking.
Buying Off the Flaw: The character must take the Lightning Reflexes feat (Improved
Lightning Reflexes if they already have Lightning Reflexes) no earlier than 4th level.

Precise Strike (Combat, Teamwork)


Prerequisites: Dex 13,
Benefit: Whenever you and an ally who also has this feat are flanking the same
creature, you deal an additional 1d6 points of precision damage with each successful
melee attack. This bonus damage stacks with other sources of precision damage, such
as sneak attack. This bonus damage is not multiplied on a critical hit.

Charnel Soldier
The mindless undead you command fight together like seasoned warriors.
Prerequisite(s): Any teamwork feat, ability to control or create undead.
Benefit(s): When you create undead, they gain one teamwork feat you know as a bonus
feat, though they gain its benefits only when cooperating with you or with other undead
that you have created. If you control undead with the Command Undead feat or a spell
like command undead, they likewise gain one teamwork feat you know as a bonus feat
as long as they remain under your control. Intelligent undead gain no benefit from this
feat.

Signaler
You know how to use flags, smoke signals, and other methods to send secret
messages, and gain a +5 trait bonus on Bluff checks to receive secret messages and a
+5 trait bonus on Sense Motive checks to intercept messages.

Magical Knack - Oracle


You were raised, either wholly or in part, by a magical creature, either after it found you
abandoned in the woods or because your parents often left you in the care of a magical
minion. This constant exposure to magic has made its mysteries easy for you to
understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2
trait bonus as long as this bonus doesn’t raise your caster level above your current Hit
Dice.

Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned
to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

Mystery
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery
also grants additional class skills and other special abilities. This mystery can represent
a devotion to one ideal, prayers to deities that support the concept, or a natural calling
to champion a cause. For example, an oracle with the waves mystery might have been
born at sea and found a natural calling to worship the gods of the oceans, rivers, and
lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in
a number of ways as the oracle gains levels. An oracle must pick one mystery upon
taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived
from her mystery. These spells are in addition to the number of spells given on Table:
Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Juju Mystery
One of the best-known and most feared aspects of juju culture is the juju zombie, an
unquestioning and deathless servitor of a juju practitioner. While most tales of such
creatures tell of unholy transformations and cannibalistic corpses, many such “zombies”
are actually misidentified victims of other juju magic. In the rites and rituals of juju, three
ways exist to create a zombie.
Dead Zombies: Some juju practitioners create undead, including the actual feared juju
zombie—a powerful, thinking form of walking corpse. From these dangerous creatures
come most of the fear and misinformation surrounding juju culture.

Living Zombies: Many juju practitioners have the power to make a living creature
appear dead—either through death-like enchantments or the actual theft of the
creature’s soul. These morbid spells might expire or be ended by the juju worker after
the victim has been judged dead or even buried, creating the appearance of undeath.
Entranced Zombies: The most baffling form of “juju zombies” are those who live, yet
are enslaved to the power of a juju practitioner. Taking on the chalky complexion,
shambling gait, and halted vital functions of the undead, these victims only appear dead
because of eerie enchantments. Those familiar with juju magic refer to such beings as
“laubo.” Although other magic reveals that laubo are not truly undead, the spells or
noxious fetishes of a juju user make them appear so as they do their master’s bidding.
Such magic fades over time, but often too late for a victim mistaken for the walking
dead.
Class Skills: An oracle with the juju mystery adds Bluff, Intimidate, Knowledge (nature),
Perform (oratory), and Survival to her list of class skills.
Bonus Spells: speak with animals (2nd), hideous laughter (4th), fear (6th), charm
monster (8th), create undead (as a 5th-level spell; juju zombies only; see right) (10th),
magic jar (12th), creeping doom (14th), trap the soul (16th), shapechange (18th).

Oracle’s Curse (Ex)


Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This
choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse
cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on
her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle
must choose one of the following curses.

Covetous
You find yourself drawn to the luster of wealthy living.
EFFECT
You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per
character level you have beyond 1st. If you do not have sufficient wealth to purchase
this additional equipment, you feel a strong desire (but are not compelled) to sell
existing items or steal from others to obtain it. You are sickened whenever you do not
meet this requirement; you are also sickened for 24 hours after anything worth 25 gp ×
your character level or more is taken from you against your will. Use Magic Device
becomes a class skill for you.
At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to
identify magic items, and Use Magic Device checks.
At 10th level, you add fabricate to your list of spells known.
At 15th level, you add half your oracle level to your CMD against steal combat
maneuvers and to the DC of Sleight of Hand checks to take items from you.

Orisons
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells
Known under “Spells Known.” These spells are cast like any other spell, but they do not
consume any slots and may be used again.
Revelation
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle
uncovers a new secret about her mystery that grants her powers and abilities. The
oracle must select a revelation from the list of revelations available to her mystery (see
FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities
and bonuses granted by that revelation based on her current level. Unless otherwise
noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2
the oracle’s level + the oracle’s Charisma modifier.
Undead Servitude (Su):
You gain Command Undead as a bonus feat. You can channel negative energy a
number of times per day equal to 3 + your Charisma modifier, but only to use Command
Undead. You can take other feats to add to this ability, such as Improved Channel, but
not feats that alter this ability, such as Alignment Channel.
As a standard action, you can use one of your uses of channel negative energy to
enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC
for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead
that fail their saves fall under your control, obeying your commands to the best of their
ability, as if under the effects of control undead. Intelligent undead receive a new saving
throw each day to resist your command. You can control any number of undead, so
long as their total Hit Dice do not exceed your cleric level. If you use channel energy in
this way, it has no other effect (it does not heal or harm nearby creatures). If an undead
creature is under the control of another creature, you must make an opposed Charisma
check whenever your orders conflict.

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